The Winds of Valour
Dice roll for a single ability or skill. The GM will tell you when you need to make tests during the GM Turn; tests are restricted in number during the Player Turn. Whatever ability or skill score you have is the number of d6s you roll. 1-3 is failure. 4-6 is success.
Rolls can be made against a fixed obstacle or another person, whether the GM or another player.
Ties are broken in three ways:
- A trait may be called on to break the tie in your opponent’s favour
- You may spend a Fate Point if you rolled 6s
- Tiebreaker roll using Will or Health. If Will or Health was used in the initial tied role, Nature must be used in the tiebreaker.
If you fail, one of two things can happen:
- A new twist arises: for example, you failed to find the grain peddler because he was eaten by a snake who will attack the patrol the next morning
- Conditional success: you get what you were looking for, but you acquire a condition.
How to get more dice (+1d6 each, at GM’s discretion):
- Use a Wise.
- Use gear.
- Have another character help with a relevant skill or ability; both characters are bound by results
- You can also use Nature, but this will not help you learn skills
Conflict is resolved a bit differently. Each side chooses three actions to represent their strategies, which are then played against each other. Actions fall into four categories: Attack, Defend, Feint, Manoeuvre.
- Determine type of conflict
- Fight Animal
- Determine participants and teams
- No more than 3 players to a team
- State goals
- Short-term goals for the conflict, i.e. convince, deceive, escape, capture, injure, kill, survive, etc.
- Roll for starting disposition
- Check Disposition Table
- Check participants’ conditions, and modify dispositions accordingly
- Choose three actions in private
- Actions fall into four categories
- Attack: taking a shot at the goal i.e. making a strong, direct point in an argument. Reduces opponent’s disposition by margin of success. IOb0
- Defend: protecting and strengthening your position i.e. carefully picking a path in a chase. Adds margin of success to disposition; cannot exceed starting total. IOb3
- Feint: a sneak attack i.e. appearing to agree with your opponent in negotiation. Reduces opponent’s disposition by margin of success. IOb0
- Manoeuvre: gaining an advantage over your opponent i.e. setting up shelters on a journey. IOb0
- Margin of success 1: -1d6 to opponent’s next action
- Margin of success 2: +2d6 to your next action
- Margin of success 3: remove one of your opponent’s weapons/gear or disable a trait for the remainder of the conflict
- Actions fall into four categories
- Reveal first actions and consult Action Table
- Make Action test and add modifiers
- If either side’s disposition is reduced to 0, stop. If not, repeat for second and third actions.
- All teams who still have disposition of 1 or more, choose three more actions
- Rinse and repeat
- When one side has been reduced to 0 disposition, work out compromise appropriate to damage done to the winning team’s disposition
|Conflict Type||Test Skill||Add to Base|
|Fight||Fighter||Health or Nature|
|Fight Animal||Fighter or Hunter||Health or Nature|
- I: Independent test. Both actions can succeed or fail.
- V: Versus test. Action with the highest successes wins.
- F: If played against Defend, the defender may not test and the feinter makes an independent test; successes reduce target’s disposition. If played against Attack, the feinter may not attack or defend.
|Argument||Persuader||Persuader||Persuader or Deceiver||Persuader or Deceiver|
|Fight Animal||Fighter or Hunter||Loremaster or Nature||Fighter or Hunter||Loremaster or Nature|
|Journey||Pathfinder||Survivalist or Weather Watcher||Pathfinder||Survivalist or Weather Watcher|
|Speech||Orator||Orator||Orator or Deceiver||Orator or Deceiver|
|War||Militarist||Militarist or Orator or Administrator||Militarist or Administrator||Militarist|